Exemple #1
0
 // Use this for initialization
 void Start()
 {
     GameManager.Instance.CameraFollow = this;
     _transform           = GetComponent <Transform>();
     _sepiaEffect         = GetComponent <SepiaTone>();
     _playerInput         = FindObjectOfType <Player_InputController>();
     _sepiaEffect.enabled = false;
     _camera = GetComponent <Camera>();
 }
Exemple #2
0
 // Use this for initialization
 void Start()
 {
     StartCoroutine(FadeOut());
     destroyed      = false;
     nailCounter    = 30;
     NailText.text  = " Screws: " + nailCounter;
     Cursor.visible = false;
     nitrousCounter = 100f;
     Player         = GameObject.FindGameObjectWithTag("Player").GetComponent <AircraftVisual>();
     Sepia          = this.GetComponent <SepiaTone>();
     MotionBlur     = this.GetComponent <MotionBlur>();
 }
Exemple #3
0
        protected override Pixbuf Process(Pixbuf input, Cms.Profile input_profile)
        {
            SepiaTone sepia = new SepiaTone(input, input_profile);

            return(sepia.Adjust());
        }
 protected override Pixbuf Process (Pixbuf input, Cms.Profile input_profile) {
     SepiaTone sepia = new SepiaTone (input, input_profile);
     return sepia.Adjust ();
 }
    // Use this for initialization
    void Start()
    {
        manager = GameObject.FindWithTag("GameController");
        if (numberOfCameras > 3)
        {
            cameras = GameObject.FindGameObjectsWithTag("MainCamera");
        }
        else
        {
            cameras = new GameObject[numberOfCameras];

            if (numberOfCameras == 3)
            {
                cameras[0] = startCamera;
                cameras[1] = secondCamera;
                cameras[2] = lastCamera;
            }
            else if (numberOfCameras == 1)
            {
                cameras[0] = startCamera;
            }

            Grays  = new List <Grayscale>();
            Sepias = new List <SepiaTone>();
            Blooms = new List <Bloom>();
            Fogs   = new List <GlobalFog>();
            Antis  = new List <Antialiasing>();
            DOFs   = new List <DepthOfField>();
            Fishes = new List <Fisheye>();
            Shafts = new List <SunShafts>();

            foreach (var item in cameras)
            {
                item.AddComponent <Grayscale>();

                Grayscale gs = item.GetComponent <Grayscale>();

                Grayscale mgs = manager.GetComponent <Grayscale>();

                gs.shader     = mgs.shader;
                gs.rampOffset = mgs.rampOffset;

                Grays.Add(gs);

                item.AddComponent <SepiaTone>();

                SepiaTone st = item.GetComponent <SepiaTone>();
                st.shader = manager.GetComponent <SepiaTone>().shader;

                Sepias.Add(st);

                item.AddComponent <Bloom>();

                //print(name + " " + item.name);

                Bloom bm = item.GetComponent <Bloom>();

                Bloom mbm = manager.GetComponent <Bloom>();

                bm.blurAndFlaresShader    = mbm.blurAndFlaresShader;
                bm.brightPassFilterShader = mbm.brightPassFilterShader;
                bm.lensFlareShader        = mbm.lensFlareShader;
                bm.screenBlendShader      = mbm.screenBlendShader;

                bm.bloomThreshold = mbm.bloomThreshold;
                bm.bloomIntensity = mbm.bloomIntensity;

                Blooms.Add(bm);

                item.AddComponent <GlobalFog>();

                GlobalFog gf = item.GetComponent <GlobalFog>();

                GlobalFog mgf = manager.GetComponent <GlobalFog>();

                gf.fogShader        = mgf.fogShader;
                gf.excludeFarPixels = mgf.excludeFarPixels;
                gf.height           = mgf.height;
                gf.heightDensity    = mgf.heightDensity;
                gf.startDistance    = mgf.startDistance;

                Fogs.Add(gf);

                item.AddComponent <Antialiasing>();

                Antialiasing ai = item.GetComponent <Antialiasing>();

                Antialiasing mai = manager.GetComponent <Antialiasing>();

                ai.shaderFXAAIII     = mai.shaderFXAAIII;
                ai.ssaaShader        = mai.ssaaShader;
                ai.edgeSharpness     = mai.edgeSharpness;
                ai.shaderFXAAII      = mai.shaderFXAAII;
                ai.shaderFXAAPreset2 = mai.shaderFXAAPreset2;
                ai.shaderFXAAPreset3 = mai.shaderFXAAPreset3;
                ai.dlaaShader        = mai.dlaaShader;
                ai.nfaaShader        = mai.nfaaShader;

                Antis.Add(ai);

                item.AddComponent <DepthOfField>();

                DepthOfField dof = item.GetComponent <DepthOfField>();

                DepthOfField mdof = manager.GetComponent <DepthOfField>();

                dof.dofHdrShader    = mdof.dofHdrShader;
                dof.dx11BokehShader = mdof.dx11BokehShader;

                dof.focalSize      = mdof.focalSize;
                dof.aperture       = mdof.aperture;
                dof.focalTransform = transform;

                DOFs.Add(dof);

                item.AddComponent <Fisheye>();

                Fisheye fe = item.GetComponent <Fisheye>();

                Fisheye mfe = manager.GetComponent <Fisheye>();

                fe.fishEyeShader = mfe.fishEyeShader;
                fe.strengthX     = mfe.strengthX;
                fe.strengthY     = mfe.strengthY;

                Fishes.Add(fe);

                item.AddComponent <SunShafts>();

                SunShafts ss = item.GetComponent <SunShafts>();

                SunShafts mss = manager.GetComponent <SunShafts>();

                ss.simpleClearShader = mss.simpleClearShader;
                ss.sunShaftsShader   = mss.sunShaftsShader;

                ss.sunShaftIntensity    = mss.sunShaftIntensity;
                ss.radialBlurIterations = mss.radialBlurIterations;
                ss.maxRadius            = mss.maxRadius;
                ss.radialBlurIterations = mss.radialBlurIterations;
                ss.resolution           = mss.resolution;
                ss.screenBlendMode      = mss.screenBlendMode;
                ss.sunColor             = mss.sunColor;
                ss.sunShaftBlurRadius   = mss.sunShaftBlurRadius;
                ss.sunThreshold         = mss.sunThreshold;
                ss.sunTransform         = mss.sunTransform;
                ss.useDepthTexture      = mss.useDepthTexture;

                Shafts.Add(ss);
            }

            foreach (Grayscale item in Grays)
            {
                item.enabled = false;
            }


            foreach (SepiaTone item in Sepias)
            {
                item.enabled = false;
            }

            foreach (Bloom item in Blooms)
            {
                item.enabled = false;
            }

            foreach (GlobalFog item in Fogs)
            {
                item.enabled = false;
            }

            foreach (DepthOfField item in DOFs)
            {
                item.enabled = false;
            }

            foreach (Antialiasing item in Antis)
            {
                item.enabled = false;
            }

            foreach (Fisheye item in Fishes)
            {
                item.enabled = false;
            }

            foreach (SunShafts item in Shafts)
            {
                item.enabled = false;
            }
        }

        curentKeyIndex = 0;
        if (SceneManager.GetActiveScene().buildIndex != 0)
        {
            setTop();
        }
    }